/*************************************************************************/ /* rasterizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_H #define RASTERIZER_H #include "camera_matrix.h" #include "servers/visual_server.h" #include "self_list.h" class RasterizerScene { public: /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() = 0; virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0; virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0; virtual int get_directional_light_shadow_size(RID p_light_intance) = 0; virtual void set_directional_shadow_count(int p_count) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0; virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur) = 0; virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; virtual bool is_environment(RID p_env) = 0; virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0; virtual int environment_get_canvas_max_layer(RID p_env) = 0; struct InstanceBase : RID_Data { VS::InstanceType base_type; RID base; RID skeleton; RID material_override; Transform transform; int depth_layer; uint32_t layer_mask; //RID sampled_light; Vector materials; Vector light_instances; Vector reflection_probe_instances; Vector gi_probe_instances; Vector blend_values; VS::ShadowCastingSetting cast_shadows; bool mirror : 8; bool receive_shadows : 8; bool visible : 8; bool baked_light : 8; //this flag is only to know if it actually did use baked light float depth; //used for sorting SelfList dependency_item; virtual void base_removed() = 0; virtual void base_changed() = 0; virtual void base_material_changed() = 0; InstanceBase() : dependency_item(this) { base_type = VS::INSTANCE_NONE; cast_shadows = VS::SHADOW_CASTING_SETTING_ON; receive_shadows = true; visible = true; depth_layer = 0; layer_mask = 1; baked_light = false; } }; virtual RID light_instance_create(RID p_light) = 0; virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0; virtual void light_instance_mark_visible(RID p_light_instance) = 0; virtual RID reflection_atlas_create() = 0; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0; virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) = 0; virtual RID reflection_probe_instance_create(RID p_probe) = 0; virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0; virtual void reflection_probe_release_atlas_index(RID p_instance) = 0; virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0; virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0; virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0; virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0; virtual RID gi_probe_instance_create() = 0; virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) = 0; virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0; virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) = 0; virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0; virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0; virtual void set_scene_pass(uint64_t p_pass) = 0; virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0; virtual bool free(RID p_rid) = 0; virtual ~RasterizerScene() {} }; class RasterizerStorage { public: /* TEXTURE API */ virtual RID texture_create() = 0; virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0; virtual void texture_set_data(RID p_texture, const Ref &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0; virtual Ref texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const = 0; virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0; virtual uint32_t texture_get_flags(RID p_texture) const = 0; virtual Image::Format texture_get_format(RID p_texture) const = 0; virtual uint32_t texture_get_texid(RID p_texture) const = 0; virtual uint32_t texture_get_width(RID p_texture) const = 0; virtual uint32_t texture_get_height(RID p_texture) const = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0; virtual void texture_debug_usage(List *r_info) = 0; virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const = 0; virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void textures_keep_original(bool p_enable) = 0; /* SKY API */ virtual RID sky_create() = 0; virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0; /* SHADER API */ virtual RID shader_create() = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 0; virtual String shader_get_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; /* COMMON MATERIAL API */ virtual RID material_create() = 0; virtual void material_set_render_priority(RID p_material, int priority) = 0; virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0; virtual RID material_get_shader(RID p_shader_material) const = 0; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0; virtual void material_set_line_width(RID p_material, float p_width) = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0; virtual bool material_is_animated(RID p_material) = 0; virtual bool material_casts_shadows(RID p_material) = 0; virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; /* MESH API */ virtual RID mesh_create() = 0; virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector > &p_blend_shapes = Vector >(), const Vector &p_bone_aabbs = Vector()) = 0; virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0; virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0; virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0; virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0; virtual PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const = 0; virtual PoolVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0; virtual Rect3 mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0; virtual Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0; virtual Vector mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0; virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0; virtual int mesh_get_surface_count(RID p_mesh) const = 0; virtual void mesh_set_custom_aabb(RID p_mesh, const Rect3 &p_aabb) = 0; virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const = 0; virtual Rect3 mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0; virtual void mesh_clear(RID p_mesh) = 0; /* MULTIMESH API */ virtual RID multimesh_create() = 0; virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format) = 0; virtual int multimesh_get_instance_count(RID p_multimesh) const = 0; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0; virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0; virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual RID multimesh_get_mesh(RID p_multimesh) const = 0; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0; virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0; virtual Rect3 multimesh_get_aabb(RID p_multimesh) const = 0; /* IMMEDIATE API */ virtual RID immediate_create() = 0; virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0; virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0; virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0; virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0; virtual void immediate_color(RID p_immediate, const Color &p_color) = 0; virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_end(RID p_immediate) = 0; virtual void immediate_clear(RID p_immediate) = 0; virtual void immediate_set_material(RID p_immediate, RID p_material) = 0; virtual RID immediate_get_material(RID p_immediate) const = 0; virtual Rect3 immediate_get_aabb(RID p_immediate) const = 0; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0; virtual int skeleton_get_bone_count(RID p_skeleton) const = 0; virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0; virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0; virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0; virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0; /* Light API */ virtual RID light_create(VS::LightType p_type) = 0; virtual void light_set_color(RID p_light, const Color &p_color) = 0; virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0; virtual void light_set_projector(RID p_light, RID p_texture) = 0; virtual void light_set_negative(RID p_light, bool p_enable) = 0; virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0; virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0; virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0; virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0; virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual bool light_directional_get_blend_splits(RID p_light) const = 0; virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0; virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; virtual bool light_has_shadow(RID p_light) const = 0; virtual VS::LightType light_get_type(RID p_light) const = 0; virtual Rect3 light_get_aabb(RID p_light) const = 0; virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0; virtual Color light_get_color(RID p_light) = 0; virtual uint64_t light_get_version(RID p_light) const = 0; /* PROBE API */ virtual RID reflection_probe_create() = 0; virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0; virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0; virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0; virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; virtual Rect3 reflection_probe_get_aabb(RID p_probe) const = 0; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0; virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0; virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0; virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0; virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0; virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; /* GI PROBE API */ virtual RID gi_probe_create() = 0; virtual void gi_probe_set_bounds(RID p_probe, const Rect3 &p_bounds) = 0; virtual Rect3 gi_probe_get_bounds(RID p_probe) const = 0; virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0; virtual float gi_probe_get_cell_size(RID p_probe) const = 0; virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0; virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0; virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector &p_data) = 0; virtual PoolVector gi_probe_get_dynamic_data(RID p_probe) const = 0; virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0; virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0; virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0; virtual float gi_probe_get_energy(RID p_probe) const = 0; virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0; virtual float gi_probe_get_bias(RID p_probe) const = 0; virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0; virtual float gi_probe_get_normal_bias(RID p_probe) const = 0; virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0; virtual float gi_probe_get_propagation(RID p_probe) const = 0; virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0; virtual bool gi_probe_is_interior(RID p_probe) const = 0; virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0; virtual bool gi_probe_is_compressed(RID p_probe) const = 0; virtual uint32_t gi_probe_get_version(RID p_probe) = 0; enum GIProbeCompression { GI_PROBE_UNCOMPRESSED, GI_PROBE_S3TC, GI_PROBE_ETC2 }; virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const = 0; virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) = 0; virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) = 0; /* PARTICLES */ virtual RID particles_create() = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0; virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0; virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0; virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_custom_aabb(RID p_particles, const Rect3 &p_aabb) = 0; virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual void particles_set_process_material(RID p_particles, RID p_material) = 0; virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0; virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; virtual void particles_restart(RID p_particles) = 0; virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) = 0; virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0; virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0; virtual void particles_request_process(RID p_particles) = 0; virtual Rect3 particles_get_current_aabb(RID p_particles) = 0; virtual Rect3 particles_get_aabb(RID p_particles) const = 0; virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; virtual int particles_get_draw_passes(RID p_particles) const = 0; virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0; /* RENDER TARGET */ enum RenderTargetFlags { RENDER_TARGET_VFLIP, RENDER_TARGET_TRANSPARENT, RENDER_TARGET_NO_3D_EFFECTS, RENDER_TARGET_NO_3D, RENDER_TARGET_NO_SAMPLING, RENDER_TARGET_HDR, RENDER_TARGET_FLAG_MAX }; virtual RID render_target_create() = 0; virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0; virtual RID render_target_get_texture(RID p_render_target) const = 0; virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0; virtual bool render_target_was_used(RID p_render_target) = 0; virtual void render_target_clear_used(RID p_render_target) = 0; virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0; /* CANVAS SHADOW */ virtual RID canvas_light_shadow_buffer_create(int p_width) = 0; /* LIGHT SHADOW MAPPING */ virtual RID canvas_light_occluder_create() = 0; virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector &p_lines) = 0; virtual VS::InstanceType get_base_type(RID p_rid) const = 0; virtual bool free(RID p_rid) = 0; virtual bool has_os_feature(const String &p_feature) const = 0; virtual void update_dirty_resources() = 0; virtual void set_debug_generate_wireframes(bool p_generate) = 0; virtual void render_info_begin_capture() = 0; virtual void render_info_end_capture() = 0; virtual int get_captured_render_info(VS::RenderInfo p_info) = 0; virtual int get_render_info(VS::RenderInfo p_info) = 0; static RasterizerStorage *base_singleton; RasterizerStorage(); virtual ~RasterizerStorage() {} }; class RasterizerCanvas { public: enum CanvasRectFlags { CANVAS_RECT_REGION = 1, CANVAS_RECT_TILE = 2, CANVAS_RECT_FLIP_H = 4, CANVAS_RECT_FLIP_V = 8, CANVAS_RECT_TRANSPOSE = 16, CANVAS_RECT_CLIP_UV = 32 }; struct Light : public RID_Data { bool enabled; Color color; Transform2D xform; float height; float energy; float scale; int z_min; int z_max; int layer_min; int layer_max; int item_mask; int item_shadow_mask; VS::CanvasLightMode mode; RID texture; Vector2 texture_offset; RID canvas; RID shadow_buffer; int shadow_buffer_size; float shadow_gradient_length; VS::CanvasLightShadowFilter shadow_filter; Color shadow_color; float shadow_smooth; void *texture_cache; // implementation dependent Rect2 rect_cache; Transform2D xform_cache; float radius_cache; //used for shadow far plane CameraMatrix shadow_matrix_cache; Transform2D light_shader_xform; Vector2 light_shader_pos; Light *shadows_next_ptr; Light *filter_next_ptr; Light *next_ptr; Light *mask_next_ptr; RID light_internal; Light() { enabled = true; color = Color(1, 1, 1); shadow_color = Color(0, 0, 0, 0); height = 0; z_min = -1024; z_max = 1024; layer_min = 0; layer_max = 0; item_mask = 1; scale = 1.0; energy = 1.0; item_shadow_mask = -1; mode = VS::CANVAS_LIGHT_MODE_ADD; texture_cache = NULL; next_ptr = NULL; mask_next_ptr = NULL; filter_next_ptr = NULL; shadow_buffer_size = 256; shadow_gradient_length = 0; shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE; shadow_smooth = 0.0; } }; virtual RID light_internal_create() = 0; virtual void light_internal_update(RID p_rid, Light *p_light) = 0; virtual void light_internal_free(RID p_rid) = 0; struct Item : public RID_Data { struct Command { enum Type { TYPE_LINE, TYPE_POLYLINE, TYPE_RECT, TYPE_NINEPATCH, TYPE_PRIMITIVE, TYPE_POLYGON, TYPE_MESH, TYPE_MULTIMESH, TYPE_PARTICLES, TYPE_CIRCLE, TYPE_TRANSFORM, TYPE_CLIP_IGNORE, }; Type type; virtual ~Command() {} }; struct CommandLine : public Command { Point2 from, to; Color color; float width; bool antialiased; CommandLine() { type = TYPE_LINE; } }; struct CommandPolyLine : public Command { bool antialiased; Vector triangles; Vector triangle_colors; Vector lines; Vector line_colors; CommandPolyLine() { type = TYPE_POLYLINE; antialiased = false; } }; struct CommandRect : public Command { Rect2 rect; RID texture; RID normal_map; Color modulate; Rect2 source; uint8_t flags; CommandRect() { flags = 0; type = TYPE_RECT; } }; struct CommandNinePatch : public Command { Rect2 rect; Rect2 source; RID texture; RID normal_map; float margin[4]; bool draw_center; Color color; VS::NinePatchAxisMode axis_x; VS::NinePatchAxisMode axis_y; CommandNinePatch() { draw_center = true; type = TYPE_NINEPATCH; } }; struct CommandPrimitive : public Command { Vector points; Vector uvs; Vector colors; RID texture; RID normal_map; float width; CommandPrimitive() { type = TYPE_PRIMITIVE; width = 1; } }; struct CommandPolygon : public Command { Vector indices; Vector points; Vector uvs; Vector colors; RID texture; RID normal_map; int count; bool antialiased; CommandPolygon() { type = TYPE_POLYGON; count = 0; } }; struct CommandMesh : public Command { RID mesh; RID skeleton; CommandMesh() { type = TYPE_MESH; } }; struct CommandMultiMesh : public Command { RID multimesh; RID skeleton; CommandMultiMesh() { type = TYPE_MULTIMESH; } }; struct CommandParticles : public Command { RID particles; RID texture; RID normal_map; int h_frames; int v_frames; CommandParticles() { type = TYPE_PARTICLES; } }; struct CommandCircle : public Command { Point2 pos; float radius; Color color; CommandCircle() { type = TYPE_CIRCLE; } }; struct CommandTransform : public Command { Transform2D xform; CommandTransform() { type = TYPE_TRANSFORM; } }; struct CommandClipIgnore : public Command { bool ignore; CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore = false; } }; struct ViewportRender { VisualServer *owner; void *udata; Rect2 rect; }; Transform2D xform; bool clip; bool visible; bool behind; //VS::MaterialBlendMode blend_mode; int light_mask; Vector commands; mutable bool custom_rect; mutable bool rect_dirty; mutable Rect2 rect; RID material; Item *next; struct CopyBackBuffer { Rect2 rect; Rect2 screen_rect; bool full; }; CopyBackBuffer *copy_back_buffer; Color final_modulate; Transform2D final_transform; Rect2 final_clip_rect; Item *final_clip_owner; Item *material_owner; ViewportRender *vp_render; bool distance_field; bool light_masked; Rect2 global_rect_cache; const Rect2 &get_rect() const { if (custom_rect || !rect_dirty) return rect; //must update rect int s = commands.size(); if (s == 0) { rect = Rect2(); rect_dirty = false; return rect; } Transform2D xf; bool found_xform = false; bool first = true; const Item::Command *const *cmd = &commands[0]; for (int i = 0; i < s; i++) { const Item::Command *c = cmd[i]; Rect2 r; switch (c->type) { case Item::Command::TYPE_LINE: { const Item::CommandLine *line = static_cast(c); r.position = line->from; r.expand_to(line->to); } break; case Item::Command::TYPE_POLYLINE: { const Item::CommandPolyLine *pline = static_cast(c); if (pline->triangles.size()) { for (int j = 0; j < pline->triangles.size(); j++) { if (j == 0) { r.position = pline->triangles[j]; } else { r.expand_to(pline->triangles[j]); } } } else { for (int j = 0; j < pline->lines.size(); j++) { if (j == 0) { r.position = pline->lines[j]; } else { r.expand_to(pline->lines[j]); } } } } break; case Item::Command::TYPE_RECT: { const Item::CommandRect *crect = static_cast(c); r = crect->rect; } break; case Item::Command::TYPE_NINEPATCH: { const Item::CommandNinePatch *style = static_cast(c); r = style->rect; } break; case Item::Command::TYPE_PRIMITIVE: { const Item::CommandPrimitive *primitive = static_cast(c); r.position = primitive->points[0]; for (int i = 1; i < primitive->points.size(); i++) { r.expand_to(primitive->points[i]); } } break; case Item::Command::TYPE_POLYGON: { const Item::CommandPolygon *polygon = static_cast(c); int l = polygon->points.size(); const Point2 *pp = &polygon->points[0]; r.position = pp[0]; for (int i = 1; i < l; i++) { r.expand_to(pp[i]); } } break; case Item::Command::TYPE_MESH: { const Item::CommandMesh *mesh = static_cast(c); Rect3 aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, mesh->skeleton); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } break; case Item::Command::TYPE_MULTIMESH: { const Item::CommandMultiMesh *multimesh = static_cast(c); Rect3 aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } break; case Item::Command::TYPE_PARTICLES: { const Item::CommandParticles *particles_cmd = static_cast(c); if (particles_cmd->particles.is_valid()) { Rect3 aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } } break; case Item::Command::TYPE_CIRCLE: { const Item::CommandCircle *circle = static_cast(c); r.position = Point2(-circle->radius, -circle->radius) + circle->pos; r.size = Point2(circle->radius * 2.0, circle->radius * 2.0); } break; case Item::Command::TYPE_TRANSFORM: { const Item::CommandTransform *transform = static_cast(c); xf = transform->xform; found_xform = true; continue; } break; case Item::Command::TYPE_CLIP_IGNORE: { } break; } if (found_xform) { r = xf.xform(r); found_xform = false; } if (first) { rect = r; first = false; } else rect = rect.merge(r); } rect_dirty = false; return rect; } void clear() { for (int i = 0; i < commands.size(); i++) memdelete(commands[i]); commands.clear(); clip = false; rect_dirty = true; final_clip_owner = NULL; material_owner = NULL; light_masked = false; } Item() { light_mask = 1; vp_render = NULL; next = NULL; final_clip_owner = NULL; clip = false; final_modulate = Color(1, 1, 1, 1); visible = true; rect_dirty = true; custom_rect = false; behind = false; material_owner = NULL; copy_back_buffer = NULL; distance_field = false; light_masked = false; } virtual ~Item() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); } }; virtual void canvas_begin() = 0; virtual void canvas_end() = 0; virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) = 0; virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0; struct LightOccluderInstance : public RID_Data { bool enabled; RID canvas; RID polygon; RID polygon_buffer; Rect2 aabb_cache; Transform2D xform; Transform2D xform_cache; int light_mask; VS::CanvasOccluderPolygonCullMode cull_cache; LightOccluderInstance *next; LightOccluderInstance() { enabled = true; next = NULL; light_mask = 1; cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) = 0; virtual void reset_canvas() = 0; virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0; virtual ~RasterizerCanvas() {} }; class Rasterizer { protected: static Rasterizer *(*_create_func)(); public: static Rasterizer *create(); virtual RasterizerStorage *get_storage() = 0; virtual RasterizerCanvas *get_canvas() = 0; virtual RasterizerScene *get_scene() = 0; virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale) = 0; virtual void initialize() = 0; virtual void begin_frame() = 0; virtual void set_current_render_target(RID p_render_target) = 0; virtual void restore_render_target() = 0; virtual void clear_render_target(const Color &p_color) = 0; virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0; virtual void end_frame() = 0; virtual void finalize() = 0; virtual ~Rasterizer() {} }; #endif // RASTERIZER_H